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About tinyboss

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  1. Thanks for your interest, Patrick! I'll do my best to show you something worthy of it. ;-) I figured out how to load prefabs dynamically with Lua this morning. Not much to figure out there, except the MINOR detail that positions in code are set in meters, not centimeters as I was used to from working in the editor. I thought my stuff wasn't loading at all, but really it was just so far away that I couldn't see it. Luckily Genebris set me straight and now I can load my prefab walls, floors, and stuff wherever I want it. Next will be hardcoding a simple three-or-four-room dungeon and ass
  2. Oh well. I just realized that there's nothing keeping me from doing my script editing from Notepad++, so I'm much less concerned about it now than when I wrote this.
  3. I've found that if I leave Leadwerks open while my computer is idle for a while, then when I come back and try to run with F6, I get this error: Microsoft Visual C++ Runtime Library This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. I'm not sure exactly how long it takes, maybe an hour or two? Long enough that my monitor turns off, if that helps. It's pretty consistent, i.e. if I've been gone for many hours, then it happens without fail. I'm running Windows 8.1 64-bit.
  4. Any chance we could get some improvements to the script editor? Particular annoyances: Auto-indent: This is a huge one. I'm not even talking about intelligently increasing the indent level after "do" and decreasing it after "end"--I can do that for myself. But when we press <enter> can we at least have the new line match the indentation level of the current one? Tab size: It's a personal preference, but I think 8 is a pretty unpopular choice. If we can't have a setting for it, can we at least reduce it to 4, which is much more standard? <alt-tab> behavior: When I switch over to
  5. Note: I'm very new to Leadwerks, so most likely I'm missing something obvious. I've created a 512x512 floor block and I'm trying to load a 4x4 square of them with the following code: --Dynamically create some dungeon geometry: System:Print("loading dynamic floor") self.floors = {} for i = 1, 4 do for j = 1, 4 do floor = Prefab:Load("Prefabs/Tinyboss/floor2.pfb") table.insert(self.floors, floor) floor:SetPosition(2048+512*i, 0, 512*j) System:Print(floor:GetPosition().x.." "..floor:GetPosition().y.." "..floor:GetPosition().z) end end self.FirstTime = false (I put it at the end of
  6. Two good solutions, thanks!
  7. My first baby steps will be: A first set of prefabs for modular dungeon layout Floor Ceiling Wall Up stairwell Down stairwell [*]Dynamically build the dungeon with Lua based on a hard-coded layout [*]Use stairs to move between levels That's it for the first set of goals! Gotta keep it simple and doable. So far I've got floor, ceiling, and wall prefabs done and I'm starting to look into dynamically placing them with Lua. The textures and geometry are just whatever I could whip up easily and so they don't look great, but one thing at a time.
  8. tinyboss

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    About Tinyboss Games Well, it's just me making games in my spare time. I've got two games published on the Google Play Store, Coinbox Clicker and Coinbox Clicker 2. These were developed with Corona SDK, which is a pretty nice tool for authoring mobile games with Lua. I've always stayed away from 3D games due to the complexity, but Leadwerks had a 50% sale on Steam and I saw that it uses Lua as well, so thought I'd give it a try. So far it looks like it'll be feasible to make a game I've had kicking around in my head for a while now, which is a... First-Person Roguelike
  9. What's the best way to make 16cm-thick walls or other boxes that don't have dimensions that are multiples of 32? The only ways I know of are to turn grid snapping completely off in the options, or to change the scale (and then the position) in the object properties. Is there a more convenient method I don't know about?
  10. Is there a hotkey (or other means more convenient than digging in the options menu) to disable grid snapping temporarily? Or is there any way to get a grid finer than 32cm?
  11. Imchasinyou, I applied the flicker script and tweaked the settings, and it does indeed look great. Thanks for the tip! I can see a lot of potential here for one-man-friendly development.
  12. Thanks, Rick, the material was where I needed to look. I changed it to use "emmision.shader" and BOOM self-lit torch!
  13. Thanks again guys, it's looking better now! I still have no luck making the torch object itself be self-lit. I can change the brightness, and in the editor I see the object getting brighter. But when I run the scene, there's no effect whatsoever. I tried it on a wall and on the floor too, and the behavior is the same.
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